AllHumanHaveComboOf30OrMoreMisses -> GetMinimumMissCombo
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@@ -1722,7 +1722,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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// update give up
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//
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bool bGiveUpTimerFired = !m_GiveUpTimer.IsZero() && m_GiveUpTimer.Ago() > 2.5f;
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bool bAllHumanHaveComboOf30OrMoreMisses = STATSMAN->m_CurStageStats.AllHumanHaveComboOf30OrMoreMisses();
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bool bAllHumanHaveComboOf30OrMoreMisses = STATSMAN->m_CurStageStats.GetMinimumMissCombo() >= 30;
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if( bGiveUpTimerFired || (FAIL_AFTER_30_MISSES && bAllHumanHaveComboOf30OrMoreMisses) )
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{
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STATSMAN->m_CurStageStats.m_bGaveUp = true;
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@@ -310,12 +310,12 @@ bool StageStats::PlayerHasHighScore( PlayerNumber pn ) const
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return false;
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}
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bool StageStats::AllHumanHaveComboOf30OrMoreMisses() const
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int StageStats::GetMinimumMissCombo() const
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{
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int iMin = INT_MAX;
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FOREACH_HumanPlayer( p )
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if( m_player[p].m_iCurMissCombo < 30 )
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return false;
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return true;
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iMin = min( iMin, m_player[p].m_iCurMissCombo );
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return iMin;
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}
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// lua start
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@@ -50,7 +50,7 @@ public:
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void CommitScores( bool bSummary );
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bool PlayerHasHighScore( PlayerNumber pn ) const;
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bool AllHumanHaveComboOf30OrMoreMisses() const;
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int GetMinimumMissCombo() const;
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// Lua
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void PushSelf( lua_State *L );
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